Texture2D  diffuseTexture; 
SamplerState diffuseTextureSampler;

struct PS_INPUT
{
    float4 Pos  : SV_POSITION;
	float2 TexCoord	: TEXCOORD0;
};
float4 main(PS_INPUT input) : SV_TARGET
{
	float2 tc = float2(input.TexCoord.x, input.TexCoord.y + sin(input.TexCoord.x*30.0)*0.1);
	float4 color = diffuseTexture.Sample(diffuseTextureSampler, tc);
    return  color ;
}
